#include "cocos2d.h"
#include "graphic_public.h"
#include "game_logic.h"
#include <time.h>



using namespace cocos2d;

//typedef struct {
//	scoped_object_c_ptr<CCLabelAtlas> lable;
//	scoped_object_c_ptr<NSString> string;
//}Label_t;

class gamelayer : public cocos2d::CCLayer
{
#ifdef DEBUG
	scoped_object_c_ptr<CCSprite> m_sprite_aim;
#endif
}

class gameScene : public cocos2d::CCScene
{
	//todo
	//NSTimer *animationTimer;
	scoped_object_c_ptr<gamelayer> m_gameLayer;
	scoped_object_c_ptr<CCMenu> m_menu;

	t_game_status m_game_status;
	
	scoped_object_c_ptr<CCLabelAtlas> m_level_lable;
	scoped_object_c_ptr<CCLabelAtlas> m_steps_label;
	struct timeval m_startTime;
	scoped_object_c_ptr<CCLabelAtlas> m_time_lable;
	
	scoped_object_c_ptr<CCSprite> m_sprite_pass;
	scoped_object_c_ptr<CCSprite> m_sprite_check;
	scoped_object_c_ptr<CCSprite> m_sprite_game_over;
	scoped_object_c_ptr<CCSprite> m_sprite_level;
	scoped_object_c_ptr<CCSprite> m_sprite_time;
	scoped_object_c_ptr<CCSprite> m_sprite_bomb;
	scoped_object_c_ptr<CCSprite> m_sprite_ready;
	scoped_object_c_ptr<CCSprite> m_sprite_go;
	scoped_object_c_ptr<CCSprite> m_sprite_get;	
	scoped_object_c_ptr<CCSprite> m_sprite_win;
	
	int m_unStartDrawCount;
	int m_stopCount;
	
	void update_game_logic();
}




